Text#game
  • References/Game Development/Phaser/Text/Text

game : Phaser.Game A reference to the currently running Game

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BitmapText#offsetX
  • References/Game Development/Phaser/Text/BitmapText

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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Text#textBounds
  • References/Game Development/Phaser/Text/Text

[readonly] textBounds : Phaser.Rectangle

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Text#transformCallbackContext
  • References/Game Development/Phaser/Text/Text

transformCallbackContext : Object The context under which transformCallback is called.

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RetroFont#key
  • References/Game Development/Phaser/Text/RetroFont

key : string The key of the RenderTexture in the Cache, if stored there. Inherited

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BitmapText#offsetY
  • References/Game Development/Phaser/Text/BitmapText

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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Text#setStyle()
  • References/Game Development/Phaser/Text/Text

setStyle(style, update) → {

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BitmapText#outOfBoundsKill
  • References/Game Development/Phaser/Text/BitmapText

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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Text#autoCull
  • References/Game Development/Phaser/Text/Text

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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BitmapText#right
  • References/Game Development/Phaser/Text/BitmapText

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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